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    Class AddRigidbody

    Add a rigidbody component to each elements in the input

    Inheritance
    object
    ActionBase
    ActionInOut<IList<GameObject>, IList<GameObject>>
    AddRigidbody
    Inherited Members
    ActionInOut<IList<GameObject>, IList<GameObject>>.inputType
    ActionInOut<IList<GameObject>, IList<GameObject>>.outputType
    ActionInOut<IList<GameObject>, IList<GameObject>>.preProcess(IList<GameObject>, bool)
    ActionInOut<IList<GameObject>, IList<GameObject>>.run(IList<GameObject>)
    ActionInOut<IList<GameObject>, IList<GameObject>>.runAsync()
    ActionBase.order
    ActionBase.isInRuleEngine
    ActionBase.isInToolbox
    ActionBase.inputType
    ActionBase.outputType
    ActionBase.Input
    ActionBase.Output
    ActionBase.helpersMethods
    ActionBase.undo
    ActionBase.isAsync
    ActionBase.updateStats
    ActionBase._isRunning
    ActionBase._stepName
    ActionBase._stepProgress
    ActionBase.IsRunning
    ActionBase.StepName
    ActionBase.StepProgress
    ActionBase.completed
    ActionBase.progressChanged
    ActionBase.getErrors()
    ActionBase.executionErrors
    ActionBase.getWarnings()
    ActionBase.getInfos()
    ActionBase.onBeforeDraw()
    ActionBase.onAfterDraw()
    ActionBase.postProcess()
    ActionBase.postProcessCoroutine()
    ActionBase.Dispose()
    ActionBase.onSelectionChanged(IList<GameObject>)
    ActionBase.initialize()
    ActionBase.UpdateProgressBar(float, string)
    ActionBase.UpdateProgressBarCoroutine(float, string)
    ActionBase.displayNameRuleEngine
    ActionBase.displayNameToolbox
    ActionBase.invoke(object, bool)
    ActionBase.invokePreProcess(object, bool)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEditor.PixyzPlugin4Unity.RuleEngine
    Assembly: Unity.Pixyz.Plugin4Unity.Editor.dll
    Syntax
    public class AddRigidbody : ActionInOut<IList<GameObject>, IList<GameObject>>

    Fields

    Name Description
    angularDrag

    The angularDrag applie to the new rigidbody

    collisionDetection

    Set the collision mode used byt he new rigidbody

    drag

    The drag applied to the new rigidbody

    interpolate

    Set the mode of interpolation used by the new rigidbody

    isKinematic

    Set if the new rigidbody is kinematic

    mass

    The mass applied to the new rigidbody

    useGravity

    Set if the new rigidbody should use gravity

    Properties

    Name Description
    id

    Unique id of this action, generated when the file is generated

    menuPathRuleEngine

    The path used for the contextual menu in the RuleEngine

    menuPathToolbox

    The path used for the contextual menu in the Toolbox

    tooltip

    Quick description to describe the behavior of this action

    Methods

    Name Description
    run(IList<GameObject>)

    Execute the behavior of this action by adding a rigidbody set by all parameters from the user to each elements of the input

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